//在untiy能跑通
Shader "Custom/NormalBumpExample"
 {
     Properties
     {
         _MainTex ("Main Texture", 2D) = "white" {}
         _Bump ("Bump Map", 2D) = "bump" {}
     }
 
     SubShader
     {
         Tags { "RenderType"="Opaque" }
 
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         sampler2D _Bump;
 
         struct Input
         {
             float2 uv_MainTex;
             float2 uv_Bump;
         };
 
         void surf(Input IN, inout SurfaceOutput o)
         {
         half4 c =fixed4(1.0,1.0,1.0,1.0);
 
             // half4 c = tex2D(_MainTex, IN.uv_MainTex);
             half4 b = tex2D(_Bump, IN.uv_Bump);
             half3 normal = b.xyz * 2.0 - 1.0;
             o.Normal = normalize(normal);
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     }
 
     FallBack "Diffuse"
 }
 